Remix Escalation Suggestion
#4601
Posted 25 April 2008 - 01:54 PM
I suggest to not do that.
Because if you look how money you have to spend and tech to research to get assault spider available, you get that he doesnt need to be weaker.
#4602
Posted 26 April 2008 - 08:42 AM
The building idea is good but an easy target for bombers or a mad rush with artillery, I like the mobile idea because its "sneakie" lol. (Besides the Cyber gen has drop pods so it make sence for him to have it)
Fire your troops and move making it hard to track down and kill the unit.
For covert ops gen imo it don't fit "covert" ops besides there basic infantry sure they can be special and such but they are not cyborgs so the impact could smash there legs. But each to there own i guess >.>
No point 2 sides have drop pods.
In the New Generals topic in the remix news section, pend said that USA Special Operations gen wil have Mini-Hero quality infantry. I suppose those infanty have resieved special training for those pods. Furthermore, if you look closely at the model i made from the pod itself, i had added a screen to slow the pod down before he crashes down into the ground or building.
The building idea is good but an easy target for bombers or a mad rush with artillery
Isnt that any building? besides, it has infinite range like any mini sw. So you can safely place it in your base
Edited by Blue Phoenix, 26 April 2008 - 08:49 AM.
#4603
Posted 26 April 2008 - 08:56 AM
#4604
Posted 27 April 2008 - 06:03 AM
#4605
Posted 27 April 2008 - 10:27 AM
Its about laser turrets.Their range is too short.So increasing range a bit would be good.
I noticed when I playing.
#4606
Posted 29 April 2008 - 04:02 PM
#4607
Posted 29 April 2008 - 06:01 PM
how about adding a super unbalanced unit that cost 100grand or something. for all factions, it'll be good at anything, except it's counterparts. it will be a mega unit. i mean which factions wouldn't want to have the best unit in the world, and to make it fair, we give this super unit to every faction, but choice of weapon and design of model is different. other then that, armour, firepower, speed stays the same. the price will force players to either play properly buy building normal units, or save and risk getting wiped out, but if not have the ability to make the unit. many upgrades, research centres should be built before the super unit and be built.
To a certain extent theres already something akin to that... I personaly think of them as "end game" weapons and units. They're not as expensive as what you described, but they do typicly cost atleast 50K once you count all the tech upgrades and buildings needed to get them. If you don't defeat your enemy before they reach this key tech/weapon/unit you could be in alot of trouble.
Specificly I'm refering to:
H-Bomb
Fafnir
Oni (MOAB B2)
Ion Tech (The next version will be balanced different for laser)
MIRV
Thermabolic Weapons Upgrade
Chimera Tanks
Neutron Weapons
GLA equivilents (some already made)
Will of the Faithful Cannon(super weapon)
Martyr's Call (super weapon)
Zeplin Dreadnaught (Super unit)
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4608
Posted 29 April 2008 - 06:15 PM
This is small suggestion.
Its about laser turrets.Their range is too short.So increasing range a bit would be good.
I noticed when I playing.
What about this?
#4609
Posted 29 April 2008 - 09:28 PM
This is small suggestion.
Its about laser turrets.Their range is too short.So increasing range a bit would be good.
I noticed when I playing.
What about this?
I've never noticed a problem with them specificly... but I have been going back over many of the turrets and adding just a little more range to all of them.
What unit type is out ranging them??
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4610
Posted 29 April 2008 - 09:42 PM
They need higher range.
#4611
Posted 29 April 2008 - 10:17 PM
ok. I'll check them out.I noticed when tanks attack my las turrets.Try against tank general and you'll see.
They need higher range.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4612
Posted 01 May 2008 - 09:10 PM
All his tanks need to have better armor.
For example battlemasters, or warmasters in remix, gets destroyed easily.
So they armor needs little improvement.Not as upgrade.
#4613
Posted 01 May 2008 - 09:51 PM
They also get auto loader upgraded making them better still, and lets not forget that they are cheep and fairly fast to build and if you specialize a war factory to war masters then they will build them faster and cheaper still. And since your the tank gen i am assuming you will have more than 1 war factory, this mean you can spam quite a lot of them in a short amount of time. For the time t takes another general to get 10 tanks you could have 20 for about the same cost.
Lets not forget this is china they are about mass production not high tech/top of the range weapons.
Anyways the point is they are perfect the way they are, as an early game unit they do there job real good, just wait a little then you have much better toys.
Edited by Phoenix911, 03 May 2008 - 12:21 AM.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#4614 Guest_Guest_*
Posted 02 May 2008 - 02:29 AM
#4615
Posted 02 May 2008 - 10:19 AM
Personaly Im against ships in any ZH mod.It just dont belong here.
You have lots of units in remix, ships are totally unnessecary.
#4616 Guest_only a kid_*
Posted 02 May 2008 - 04:27 PM
PS: sorry for my english
#4617
Posted 02 May 2008 - 04:58 PM
I don`t know if this sugestion was sayed before ,but,however:D put the mammoth tank from c&c 3 ;you can use at base your new laser general heavy tanks,and put at them two 150 mm cannons and rockets with an eventualy railgun upgrade
PS: sorry for my english
already used em Read this topic for more deatils and pics.
http://forums.revora...showtopic=53914
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4618 Guest_only a kid_*
Posted 02 May 2008 - 05:15 PM
#4619
Posted 03 May 2008 - 12:24 AM
If you want ships play Supreme commander or red alert 2.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#4620 Guest_morsematter_*
Posted 07 May 2008 - 01:41 PM
let the chinese have north korean, nepalese or tibetian warriors. have this building called conscript centre, where the chinese can bring in specialty soidlers from the allies and countries under its control. like mongolian soldier, they will fight with frenzy. north korean warriors, sabotage and backstabbing. nepalese, fight with frenzy. tibetians, heals people. add in some vehicles or something.
give the americans this building called ambassy. from this building, the amercians can recieve new units, like some Isreal soidlers etc.
The GLA will get this place called resistance head quarters, through this, GLA will be able to recieve new units like the afghan freedom fighters, egyptian units and syrian units, as well as Iraq units and some Iranian upgrades.
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